FencerDevLog

joined 1 year ago
 

Hello everyone! This is the first video I'm recording in 2025, so I hope it turns out well. This time, I’d like to show how we can use a shader to create a digital clock, which we will then control using a script. So, let’s get started.

 

Hey everybody! And welcome to the last tutorial of this year. Of course, this is definitely not the absolutely final tutorial, as I will continue with a new batch of learning materials in January. So, how are we ending the year 2024? We will be implementing blobby objects, also known as metaballs. Yes, exactly what you see on the screen right now. So, let's get started.

 

Hi everyone! Let's add a simple effect simulating a TV signal disturbance to our collection. It actually resembles typical artifacts when playing recordings from a low-quality VHS tape, but it's up to each programmer to find a suitable use for it. And because it's a very simple algorithm with just a few lines of code, this video will be relatively short as well. So let's create it.

 

Hey everyone! The end of 2024 is slowly approaching, so I thought it would be good to add at least one more post-processing effect before diving into something more complex next year. This time, it’s again about layering, with each layer shifted differently using a noise texture and rotation. With a bit of imagination, the result can resemble a painting where the colors have blurred and blended together slightly. Let’s take a look at how this algorithm works.

 

Hey everyone! Let’s create a simple shader that will shake our screen or an element on the screen as if an earthquake has occurred. This could be quite useful in various platformers, right? And, in fact, it’s very easy to implement. Let’s get coding.

 

Hey everyone! I would say that there are never enough post-processing effects, and it’s good to have as many options as possible when deciding which would fit best for our game. This time, I’ve prepared something simple again that fits into a few lines, yet the result can be quite interesting, especially if we’re not averse to some psychedelic effects. Let’s take a look at how we can implement a simple radial blur.

 

Hi everyone! I recorded this video outside my usual weekly schedule because it doesn't focus on any specific shader. However, it's a topic that's useful to explain, as not all details may be clear from the official documentation. The video will cover working with images in shaders, particularly different types of filtering.

 

Hey everybody! There are many ways we can adjust or enhance what we want the player to see on the screen while playing our game. I’ve already discussed several post-processing algorithms in previous videos, and this time I’d like to add another to the collection, which is quite computationally inexpensive and is something between edge detection and converting a color image into a monochromatic sketch. Let’s take a look at it.

 

I have just finished and released the sequel to the book "Shaders in Godot 4". The new book is titled "More shaders in Godot 4". 😀

The book is a comprehensive guide on creating 33 spectacular shaders in Godot 4, including thorough explanations of their algorithms and parameter settings. Each example comes with complete source code that you can use in your projects without restrictions.

This time, it also includes a b and an elaborate introduction to ray marching.

b

Please visit https://filiprachunek.gumroad.com/l/moreshaders for more information and a free sample (50 pages out of 311).

Thank you for reading this. Good luck with your games. 😎

 

Hi everyone! Do you remember the shader I unoriginally called the Line Effect Shader and published a tutorial on creating it about nine months ago? Today's effect will be somewhat similar, with some horizontal structures twisting around and creating the impression of something liquid or almost plasma-like. Let’s take a look at how it’s programmed.

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submitted 4 months ago* (last edited 4 months ago) by [email protected] to c/[email protected]
 

Hello everyone! We continue the series of effects that we can apply to a selected texture or even the entire screen. This time, we will create a simple effect of breaking an image into hexagons, shifting the crop in each of these tiles, and the final composition of the entire image or, conversely, the decomposition, which can be quite a useful function.

 

Hey everybody! This time, let's try something really simple, something that works more as a one-time effect, or an exercise for understanding some of the algorithms we often use in shaders. And who knows, maybe even such an unusual effect could find a place in some extravagant game.

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